BoxMesh
Generate an axis-aligned box PrimitiveMesh
.
class BoxMesh
Generate an axis-aligned box PrimitiveMesh
.
The box’s UV layout is arranged in a 3×2 layout that allows texturing each face individually. To apply the same texture on all faces, change the material’s UV property to Vector3(3, 2, 1)
. This is equivalent to adding UV *= vec2(3.0, 2.0)
in a vertex shader.
Superclasses
class PrimitiveMesh
Base class for all primitive meshes. Handles applying a
Material
to a primitive mesh.
Citizens in SwiftGodot
Conformances
protocol CustomStringConvertible
A type with a customized textual representation.
protocol Equatable
A type that can be compared for value equality.
protocol Hashable
A type that can be hashed into a
Hasher
to produce an integer hash value.protocol Identifiable<ID>
A class of types whose instances hold the value of an entity with stable identity.
protocol VariantRepresentable
Types that conform to VariantRepresentable can be stored directly in
Variant
with no conversion. These include all of the Variant types from Godot (for exampleGString
,Rect
,Plane
), Godot objects (those that subclass SwiftGodot.Object) as well as the built-in Swift types UInt8, Int64 and Double.protocol VariantStorable
Types that conform to VariantStorable can be stored in a Variant and can be extracted back out of a Variant.
Type members
Instance members
var size: Vector3
The box’s width, height and depth.
var subdivideDepth: Int32
Number of extra edge loops inserted along the Z axis.
var subdivideHeight: Int32
Number of extra edge loops inserted along the Y axis.
var subdivideWidth: Int32
Number of extra edge loops inserted along the X axis.